在地理定位体验中引入互动故事

J. R. López-Arcos, F. G. Vela, N. Zea, P. Paderewski, N. Medina-Medina
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引用次数: 4

摘要

普及游戏是目前对玩家影响最大的游戏体验类型之一。它们在空间、时间或社交维度上打破了通常的游戏环境。这些游戏的叙事与互动性和地理定位的整合需要一个能够呈现和构建故事及其与游戏其他元素的整合的模型。此外,这个模型应该允许我们分析故事的有效性,以及它如何帮助创造良好的用户体验。在本文中,我们提出了一个强大的叙事结构,包括地理定位支持。通过一个交互式地理定位故事的设计例子,我们解释了这个模型的几个特征,这些特征使创造一个好的交互式叙事成为可能。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Introducing an interactive story in a geolocalized experience
Pervasive games are one of the types of gaming experiences that currently causes the most impact on players. They break the usual environment of the game in a spatial, temporal or social dimension. The integration of the narrative with the interactivity and the geolocalization of these games requires a model that represents and structures the story and its integration with the rest of the elements of the game. In addition, this model should allow us to analyze the effectiveness of the story and how it helps to create a good user experience. In this paper, we propose a strong structuring of the narrative that includes geolocalization support. Through an example of the design of an interactive geolocalized story, we explain several characteristics of the model that make possible the creation of a good interactive narrative.
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